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We propose a method to realistically insert synthetic objects into existing photographs without requiring access to the scene or any additional scene measurements. With a single image and a small amount of annotation, our method creates a physical model of the scene that is suitable for realistically rendering synthetic objects with diffuse, specular, and even glowing materials while accounting for lighting interactions between the objects and the scene. We demonstrate in a user study that synthetic images produced by our method are confusable with real scenes, even for people who believe they are good at telling the difference. Further, our study shows that our method is competitive with other insertion methods while requiring less scene information. We also collected new illumination and reflectance datasets; renderings produced by our system compare well to ground truth. Our system has applications in the movie and gaming industry, as well as home decorating and user content creation, among others.
We present a technique for rendering point clouds using a neural network. Existing point rendering techniques either use splatting, or first reconstruct a surface mesh that can then be rendered. Both of these techniques require solving for global poi
Realistic image synthesis involves computing high-dimensional light transport integrals which in practice are numerically estimated using Monte Carlo integration. The error of this estimation manifests itself in the image as visually displeasing alia
We present a method for differentiable rendering of 3D surfaces that supports both explicit and implicit representations, provides derivatives at occlusion boundaries, and is fast and simple to implement. The method first samples the surface using no
This study introduces an approximation for rendering one bounce glossy interreflection in real time. The solution is based on the most representative point (MRP) and extends to a sampling disk near the MRP. Our algorithm represents geometry as rectan
Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like